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Woke up late again, although I managed to work consistently throughout the afternoon into the evening. Although I initially had planned on finishing up the animation for getting into bed I felt absolutely unmotivated to work on it so instead I decided to get back to work on the hunger system, which led directly to the realisation that actually, this entire time, the entire time system had at some point become undone. I spent a few hours fixing that, as well as remodeling the time scale and display to be built around minutes rather than half-hour intervals. One in-game minute now corresponds to around five seconds of real-time, which I feel is a good pace. 

I’ve also decided to add an additional unlockable item in the form of a biometric tracker, which will allow the player to view numerical biodata such as stomach capacity and caloric intake/output; it’s a useful solution to the issue of ambiguity – for example, does Avery feel thirsty because she’s just not drinking enough, or because she’s contracted a disease which dehydrates her at a much faster rate than usual? – while remaining diegetically consistent. I’ve added it to the list of things to take care of down the line but I imagine that once I get the biomechanics done for digestion I’ll be ready to start working on it sooner rather than later.